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Additional villagers can be obtained by completing Orders. | {{Version|1.11}} | ||
{| class="wikitable" | [[File:Villagers.png|thumb|220px|Villagers gathered at the Hearth]] | ||
! Species !! | |||
== Overview == | |||
Villagers are the inhabitants of Viceroy settlements. The number and species of villagers you are going to have at the start of your settlement are determined by the [[ #Caravans | Caravan]] you pick on the [[World Map]]. [[Newcomers]] come to your settlement at regular intervals (every 10 minutes by default). Additional villagers can also be obtained by completing [[Orders]] or [[Glade Events]]. There are also [[Cornerstones]] like [[Surprise Child]] that reward villagers every time their conditions are fulfilled. | |||
== Resolve == | |||
[[File:Resolve Change.png|thumb|Harpy icon showing Resolve change]] | |||
:''Main article: [[Resolve]]'' | |||
Each villager has a [[Resolve]] stat. Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to [[#Leaving | leave]]. Please see [[Resolve]] for more information.<br/><br/><br/><br/><br/> | |||
== Species == | |||
Each villager is a member of one of 7 species. In any given settlement you are going to have only 3 species, and they are determined when you embark (not when the villager joins your settlement). | |||
{|class="wikitable sortable" | |||
|+ Species and their descriptions | |||
! Species !!class=unsortable| Description | |||
|- | |- | ||
| | | {{Species link|Humans|large}} | ||
|class=ats-flavor-text| "Humans are an adaptable species, but they are also very susceptible to the rain. They rely heavily on special clothing, such as their famous rain shells, to keep them dry." | |||
|- | |- | ||
| | | {{Species link|Beavers|large}} | ||
|class=ats-flavor-text| "Beavers are hardworking and honest, but also quite demanding. Beavers are also known for their innate talent for salesmanship" | |||
|- | |- | ||
| | | {{Species link|Lizards|large}} | ||
|class=ats-flavor-text| "Lizards are a very resilient species, but their cold-blooded nature makes them more dependent on fire than other species. They are very distrustful and religiously believe that true bonds are only forged in battle." | |||
|- | |||
| {{Species link|Harpies|large}} | |||
|class=ats-flavor-text| "Harpies are a noble and fragile species, with a primal, aggressive side to them. They lost their ability to fly due to centuries of exposure to the rain." | |||
|- | |||
| {{Species link|Foxes|large}} | |||
|class=ats-flavor-text| "Majestic and mysterious creatures, deeply connected to the forest. They have developed a symbiosis with Blightrot through their long exposure to rainwater." | |||
|- | |||
| {{Species link|Frogs|large}} | |||
|class=ats-flavor-text| "A dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water." | |||
|- | |||
| {{Species link|Bats|large}} | |||
|class=ats-flavor-text| "A stern and fiercely devoted people, they take pride in enduring what breaks others and cannot stand being favored." | |||
|} | |||
=== Resolve stats === | |||
Each species has the following stats describing their Resolve: | |||
; Base Resolve : The species's [[Resolve]] without any positive or negative effects. | |||
; Resilience : How fast the species' Resolve drops. A species with high Resilience loses Resolve about 4 times slower than low Resilience species. | |||
; Demand : Also called '''Resolve Threshold,''' how much Resolve a species needs before they start generating [[Reputation]] for their viceroy. | |||
; Decadence : How much their '''Demand''' rises after they earn their viceroy a Reputation Point through their own high Resolve. | |||
; Hunger Tolerance : The maximum amount of [[Hunger]] a villager can withstand before dying. | |||
; Break Interval : The minimum amount of time before a villager will take a [[break]] at a [[Hearth]]. | |||
{| class="wikitable sortable" | |||
|+ Species' stats related to Resolve | |||
! Species | |||
! Base Resolve !! Resilience !! Demand (Resolve Threshold) !! Decadence | |||
! Hunger threshold !! Break interval | |||
|- | |||
| {{Species link|Humans|medium}} | |||
| 15 ||data-sort-value=1| ''low'' || 30 || 4 | |||
| 6 ||data-sort-value=2| 2:00 | |||
|- | |||
| {{Species link|Beavers|medium}} | |||
| 10 ||data-sort-value=1| ''low'' || 30 || 2 | |||
| 6 ||data-sort-value=2| 2:00 | |||
|- | |||
| {{Species link|Lizards|medium}} | |||
| 5 ||data-sort-value=3| ''high'' || 15 || 7 | |||
| 12 ||data-sort-value=1.67| 1:40 | |||
|- | |||
| {{Species link|Harpies|medium}} | |||
| 5 ||data-sort-value=1| ''low'' || 15 || 3 | |||
| 4 ||data-sort-value=1.67| 1:40 | |||
|- | |||
| {{Species link|Foxes|medium}} | |||
| 5 ||data-sort-value=1| ''low'' || 15 || 5 | |||
| 3 ||data-sort-value=2| 2:00 | |||
|- | |||
| {{Species link|Frogs|medium}} | |||
| 10 ||data-sort-value=2| ''medium'' || 25 || 5 | |||
| 8 ||data-sort-value=2| 2:30 | |||
|- | |||
| {{Species link|Bats|medium}} | |||
| 5 ||data-sort-value=2| ''high'' || 12 || 4 | |||
| 4 ||data-sort-value=2| 1:40 | |||
|} | |||
=== Specializations === | |||
Each species has the following two types of specializations: | |||
; Proficiency Specialization : Grants most villagers a 10% chance to produce twice the amount of resources when working in that specialization. For {{Species link|Foxes}}, their {{sl|Forest}} '''Proficiency Specialization''' reduces the time needed to complete [[Glade Events]] by 5% per assigned fox. | |||
; Comfort Specialization : Grants villagers +5 to their individual Resolve when working in that specialization. {{Species link|Bats}} have no Comfort. For {{Species link|Foxes}}, their {{sl|Cooperation}} '''Comfort Specialization''' is not tied to specific buildings tagged with that Specialization, but is instead granted whenever 3 or more Foxes are assigned to the same building. | |||
{|class="wikitable sortable" | |||
|+ Species' specializations | |||
! Species !! Comfort !! Proficiency | |||
|- | |||
| {{Species link|Humans|medium}} || {{sl|Brewing|medium}} || {{sl|Farming|medium}} | |||
|- | |||
| {{Species link|Beavers|medium}} || {{sl|Engineering|medium}} || {{sl|Woodworking|medium}} | |||
|- | |||
| {{Species link|Lizards|medium}} || {{sl|Warmth|medium}} || {{sl|Meat production|medium}} | |||
|- | |||
| {{Species link|Harpies|medium}} || {{sl|Tailoring|medium}} || {{sl|Alchemy|medium}} | |||
|- | |||
| {{Species link|Foxes|medium}} || {{sl|Cooperation|medium}} || {{sl|Forest|medium}} | |||
|- | |||
| {{Species link|Frogs|medium}} || {{sl|Rainwater|medium}} || {{sl|Masonry|medium}} | |||
|- | |||
| {{Species link|Bats|medium}} || — || {{sl|Metallurgy|medium}} | |||
|} | |||
=== Needs === | |||
:''Main articles: [[Housing Need]], [[Complex Food Need]], [[Clothing Need]], [[Services Needs]]'' | |||
Each species has the following needs: | |||
; Shelter Need : Also called '''Basic Housing''', every species but [[Frogs]] needs to have a roof of some kind over their head. | |||
; Housing Need : Also called '''Species-specific Housing,''' their need for the [[Housing Need|comforts of home]] unique to their species. | |||
; Complex Food Need : Their need for [[Complex Food Need|tasty food]] that isn't raw, but cooked or made up of several ingredients to their liking. | |||
; Service Need : Their need for consumption of fine goods related to [[Services Needs|comforts, relaxation, and self-improvement]]. | |||
{|class="wikitable sortable" | |||
|+ Species' needs | |||
! Species | |||
! Housing Need | |||
!class=unsortable| Complex Food Needs | |||
! Clothing Needs | |||
!class=unsortable| Services Needs | |||
|- | |||
| {{Species link|Humans|large}} | |||
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Need HumanHousing.png|{{ImgM}}]]</span> [[Housing Need|Human Housing]] | |||
| {{rl|Biscuits|medium}}<br />{{rl|Pie|medium}}<br />{{rl|Porridge|medium}} | |||
| {{rl|Coats|medium}} | |||
| {{Service link|Leisure|medium}}<br />{{Service link|Religion|medium}} | |||
|- | |||
| {{Species link|Beavers|large}} | |||
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Need beaverHousing.png|{{ImgM}}]]</span> [[Housing Need|Beaver Housing]] | |||
| {{rl|Biscuits|medium}}<br />{{rl|Pickled Goods|medium}} | |||
| {{rl|Coats|medium}} | |||
| {{Service link|Leisure|medium}}<br />{{Service link|Education|medium}}<br />{{Service link|Luxury|medium}} | |||
|- | |||
| {{Species link|Lizards|large}} | |||
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Need LizardHousing.png|{{ImgM}}]]</span> [[Housing Need|Lizard Housing]] | |||
| {{rl|Jerky|medium}}<br />{{rl|Pickled Goods|medium}}<br />{{rl|Pie|medium}}<br />{{rl|Skewers|medium}} | |||
| {{rl|Boots|medium}} | |||
| {{Service link|Brawling|medium}} | |||
|- | |||
| {{Species link|Harpies|large}} | |||
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Need HarpyHousing.png|{{ImgM}}]]</span> [[Housing Need|Harpy Housing]] | |||
| {{rl|Paste|medium}}<br />{{rl|Jerky|medium}} | |||
| {{rl|Coats|medium}}<br/>{{rl|Boots|medium}} | |||
| {{Service link|Education|medium}}<br />{{Service link|Treatment|medium}} | |||
|- | |||
| {{Species link|Foxes|large}} | |||
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Need FoxHousing.png|{{ImgM}}]]</span> [[Housing Need|Fox Housing]] | |||
| {{rl|Pickled Goods|medium}}<br />{{rl|Porridge|medium}}<br />{{rl|Skewers|medium}} | |||
| {{rl|Boots|medium}} | |||
| {{Service link|Treatment|medium}}<br />{{Service link|Religion|medium}} | |||
|- | |||
| {{Species link|Frogs|large}} | |||
| <span class="ats-link-resource">[[File:Icon Need FrogHousing 1.png|{{ImgM}}]]</span> [[Housing Need|Frog Housing]] | |||
| {{rl|Porridge|medium}}<br/>{{rl|Paste|medium}}<br/>{{rl|Pie|medium}} | |||
| {{rl|Boots|medium}} | |||
| {{Service link|Brawling|medium}}<br/>{{Service link|Luxury|medium}}<br/>{{Service link|Religion|medium}} | |||
|- | |||
| {{Species link|Bats|large}} | |||
| <span class="ats-link-resource">[[File:Icon_Need_Shelter.png|{{ImgM}}]]</span> [[Housing Need|Shelter Need]]<br/><span class="ats-link-resource">[[File:Icon Needs BatHousing.png|{{ImgM}}]]</span> [[Housing Need|Bat Housing]] | |||
| {{rl|Biscuits|medium}}<br/>{{rl|Paste|medium}}<br/>{{rl|Skewers|medium}} | |||
| {{rl|Coats|medium}} | |||
| {{Service link|Brawling|medium}}<br/>{{Service link|Education|medium}} | |||
|} | |||
== Workers == | |||
Villagers can be assigned to [[Hearths]], Camps, Farms, [[Mine]]s, production [[buildings]], Service buildings, [[Geyser Pumps]], [[Warehouses]], [[Blight Posts]], and [[Glade Events]]. Once assigned, villagers will immediately begin performing their work, unless they were on a [[break]] or travelling to the nearest [[Hearth]] to take a break, in which case they finish their break first before starting with their job. All unassigned villagers count as builders. | |||
When villagers die, an alert appears telling you what job the villager had. You can click on the alert to show their workplace. | |||
{| class=wikitable | |||
! Name of Job !! Building | |||
|- | |||
| "Blight fighter" || [[Blight Post]] | |||
|- | |||
| "Craftsman" || [[Makeshift Post]] | |||
|- | |||
| "Druid" || {{bl|Druid's Hut}} | |||
|- | |||
| "Farmer" || [[List of Buildings#Farms|Farms]] | |||
|- | |||
| "Firekeeper" || [[Hearths]] | |||
|- | |||
| "Gatherer" || [[List of Buildings#Camps|Gathering Camps]] | |||
|- | |||
| "Hauler" || [[Warehouse]]s | |||
|- | |||
| "Scout" || [[Glade Events]] | |||
|- | |||
| "Woodcutter" || {{bl|Woodcutters' Camp}} | |||
|- | |||
| "Miner" || {{bl|Mine}} | |||
|- | |||
| "Worker" || Either generically, or the alert may specify "Greenhouse Worker" identifying that the worker was in the {{bl|Greenhouse}}. | |||
|} | |} | ||
== Caravans == | |||
''Main article: [[Embarking]]'' | |||
[[File:Caravan.png|thumb|Caravan menu|right]] | |||
The caravan you pick before Embarking, along with the Embarkation points you spend, are going to determine the species and number of your starting villagers, as well as your starting [[resources]]. You only have 2 caravans available in the caravan menu when starting out. In order to unlock the third one, you have to acquire '''Pioneers’ Gate''' level 4 [[upgrade]]. | |||
Only 1 or 2 of the starting species can be known before you start a settlement, never all 3. All 3 species are set in stone upon Embarkation - there is no way to affect what species your settlement is going to have after Embarkation. | |||
Before [[World Events]] and [[Upgrades]] increase or decrease the number of starting villagers, every caravan has 6-8 villagers and a 50% chance for 2 additional villagers. | |||
{{clear}} | |||
{{SeeAlso|Resolve|Housing Need|Complex Food Needs|Clothing Need|Services Needs|Breaks}} | |||
[[Category:Villagers| ]] | |||
[[Category:Villager needs]] | |||
[[Category:Settlements]] | |||
[[Category:Resolve]] | |||
Latest revision as of 01:59, 26 September 2026

Overview
Villagers are the inhabitants of Viceroy settlements. The number and species of villagers you are going to have at the start of your settlement are determined by the Caravan you pick on the World Map. Newcomers come to your settlement at regular intervals (every 10 minutes by default). Additional villagers can also be obtained by completing Orders or Glade Events. There are also Cornerstones like Surprise Child that reward villagers every time their conditions are fulfilled.
Resolve

- Main article: Resolve
Each villager has a Resolve stat. Resolve is represented by a number calculated based on the base resolve of each species and the sum of all positive and negative effects that influence it. Once resolve falls below 1, your Villagers will begin to leave. Please see Resolve for more information.
Species
Each villager is a member of one of 7 species. In any given settlement you are going to have only 3 species, and they are determined when you embark (not when the villager joins your settlement).
| Species | Description |
|---|---|
| "Humans are an adaptable species, but they are also very susceptible to the rain. They rely heavily on special clothing, such as their famous rain shells, to keep them dry." | |
| "Beavers are hardworking and honest, but also quite demanding. Beavers are also known for their innate talent for salesmanship" | |
| "Lizards are a very resilient species, but their cold-blooded nature makes them more dependent on fire than other species. They are very distrustful and religiously believe that true bonds are only forged in battle." | |
| "Harpies are a noble and fragile species, with a primal, aggressive side to them. They lost their ability to fly due to centuries of exposure to the rain." | |
| "Majestic and mysterious creatures, deeply connected to the forest. They have developed a symbiosis with Blightrot through their long exposure to rainwater." | |
| "A dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water." | |
| "A stern and fiercely devoted people, they take pride in enduring what breaks others and cannot stand being favored." |
Resolve stats
Each species has the following stats describing their Resolve:
- Base Resolve
- The species's Resolve without any positive or negative effects.
- Resilience
- How fast the species' Resolve drops. A species with high Resilience loses Resolve about 4 times slower than low Resilience species.
- Demand
- Also called Resolve Threshold, how much Resolve a species needs before they start generating Reputation for their viceroy.
- Decadence
- How much their Demand rises after they earn their viceroy a Reputation Point through their own high Resolve.
- Hunger Tolerance
- The maximum amount of Hunger a villager can withstand before dying.
- Break Interval
- The minimum amount of time before a villager will take a break at a Hearth.
| Species | Base Resolve | Resilience | Demand (Resolve Threshold) | Decadence | Hunger threshold | Break interval |
|---|---|---|---|---|---|---|
| 15 | low | 30 | 4 | 6 | 2:00 | |
| 10 | low | 30 | 2 | 6 | 2:00 | |
| 5 | high | 15 | 7 | 12 | 1:40 | |
| 5 | low | 15 | 3 | 4 | 1:40 | |
| 5 | low | 15 | 5 | 3 | 2:00 | |
| 10 | medium | 25 | 5 | 8 | 2:30 | |
| 5 | high | 12 | 4 | 4 | 1:40 |
Specializations
Each species has the following two types of specializations:
- Proficiency Specialization
- Grants most villagers a 10% chance to produce twice the amount of resources when working in that specialization. For
Foxes, their
Forest Proficiency Specialization reduces the time needed to complete Glade Events by 5% per assigned fox. - Comfort Specialization
- Grants villagers +5 to their individual Resolve when working in that specialization.
Bats have no Comfort. For
Foxes, their
Cooperation Comfort Specialization is not tied to specific buildings tagged with that Specialization, but is instead granted whenever 3 or more Foxes are assigned to the same building.
| Species | Comfort | Proficiency |
|---|---|---|
| — |
Needs
- Main articles: Housing Need, Complex Food Need, Clothing Need, Services Needs
Each species has the following needs:
- Shelter Need
- Also called Basic Housing, every species but Frogs needs to have a roof of some kind over their head.
- Housing Need
- Also called Species-specific Housing, their need for the comforts of home unique to their species.
- Complex Food Need
- Their need for tasty food that isn't raw, but cooked or made up of several ingredients to their liking.
- Service Need
- Their need for consumption of fine goods related to comforts, relaxation, and self-improvement.
| Species | Housing Need | Complex Food Needs | Clothing Needs | Services Needs |
|---|---|---|---|---|
Workers
Villagers can be assigned to Hearths, Camps, Farms, Mines, production buildings, Service buildings, Geyser Pumps, Warehouses, Blight Posts, and Glade Events. Once assigned, villagers will immediately begin performing their work, unless they were on a break or travelling to the nearest Hearth to take a break, in which case they finish their break first before starting with their job. All unassigned villagers count as builders.
When villagers die, an alert appears telling you what job the villager had. You can click on the alert to show their workplace.
| Name of Job | Building |
|---|---|
| "Blight fighter" | Blight Post |
| "Craftsman" | Makeshift Post |
| "Druid" | Druid's Hut |
| "Farmer" | Farms |
| "Firekeeper" | Hearths |
| "Gatherer" | Gathering Camps |
| "Hauler" | Warehouses |
| "Scout" | Glade Events |
| "Woodcutter" | Woodcutters' Camp |
| "Miner" | Mine |
| "Worker" | Either generically, or the alert may specify "Greenhouse Worker" identifying that the worker was in the Greenhouse. |
Caravans
Main article: Embarking

The caravan you pick before Embarking, along with the Embarkation points you spend, are going to determine the species and number of your starting villagers, as well as your starting resources. You only have 2 caravans available in the caravan menu when starting out. In order to unlock the third one, you have to acquire Pioneers’ Gate level 4 upgrade.
Only 1 or 2 of the starting species can be known before you start a settlement, never all 3. All 3 species are set in stone upon Embarkation - there is no way to affect what species your settlement is going to have after Embarkation.
Before World Events and Upgrades increase or decrease the number of starting villagers, every caravan has 6-8 villagers and a 50% chance for 2 additional villagers.


